How Video Game Voice-Overs Are Produced

David Mullich at voice-over recording session.Periodically I receive unsolicited resumes from people who are looking for work in video games. Curiously, very few of the resumes I receive are from game designers, programmers, or artists. Most are from people working in the audio side of the business — music composers and voice-over actors.

Now, I have contracted a number of voice actors to work on my projects. However, what I typically do is provide the sound engineer I’ve hired with a list of characters, along with short descriptions and sample lines. My engineer usually has a pool of actors they’ve worked with before. Or, if the sound engineer I’m using doesn’t have a regular pool of talent, I’ll contact an agent who specializes in voice-over actors.

My contact will then send me audio files of several voice actors reading for each role, and I’ll decide which actor I prefer for that role. Some of the more famous voice-over actors I’ve been lucky enough to work with are John DiMaggio (who also voices Bender from Futurama) and Phil LaMarr (who voices the John Stewart Green Lantern). Well-known voice-over actors can be a bit expensive and usually only play big roles. However, there are quite a few not-so-well-known but still excellent voice-over actors in Hollywood, who do work for scale and can voice up to three characters in a single project by using different vocal inflections.

When I worked as a game producer at Walt Disney Computer Games, I worked with Disney’s internal voice-over department, and they, of course, have a large pool of voice-over actors they typically use, including a number of “official voices” for Disney’s most well-known characters. When I produced an Arachnophobia game, they recommended I use Wayne Allwine (who was then the official voice for Mickey Mouse) as the voice for the John Goodman character, and he was just great to work with. For DuckTales: The Quest For Gold, I worked with Wayne’s wife Russi Taylor, who provided the voices for Huey, Dewey and Louie. I also worked with Terence McGovern, who voiced Launchpad McQuack. However, my favorite recording session was for Vampire: The Masquerade — Bloodlines, where my son Ben and I provided voices for some of the commercials that played on the radio in the game.

To prepare for the voice-over session, I would prepare scripts that only contained the lines of the actors who were being recorded, with each line being numbered for easy reference. I would also include notes about the emotional tone of various lines, as well as a description of the personality of character for the actor to reference.

We would record each actor individually, even if they were playing characters who engaged in dialogs with other characters. The not only made the logistics of setting up recording sessions much easier, but it also minimized the time we spent renting the recording studio. Unless actors were playing very big roles, each one might voice as many as three separate characters, using different vocal inflections, of course.

I would always join in the recording sessions for any of my games — the only exception was recording Terence McGovern for DuckTales because he was located in San Francisco whereas I and my Disney voice-over producer were located in Burbank. So we listened in to the recording session in San Francisco via conference call. Usually only my voice-over director would speak directly with the actor during the recording session; I would be on-hand to answer questions and provide context for each line. For some small projects, I would have the actor record three versions of each line so that I could choose which version I liked best later; but for big projects with thousands of lines or roles with hundreds of lines of dialog, I would just have the sound engineer save as line reading that I was happy with, and then move on to the next.

After the recording session, my sound engineer would edit the session by cutting out the poor readings or other recording mistakes, as well as adding reverb or other needed audio effects. When he was done, he would provide me the recordings as separate WAV files for each line, all named to match the number scheme from my scripts.

Now, if you are interested in finding gigs as a voice-over actor, you need to make yourself known to voice-over agents and engineers who maintain a pool of talent to draw from. I would send them a recording of the various voices that you can do. And when a gig comes up that they think you’re right for, they will ask you to do an audition for it.

 

 

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About David Mullich

I am a video game producer who has worked at Activision, Disney, Cyberdreams, EduWare, 3DO and the Spin Master toy company. I am currently a game design and production consultant, Lead Faculty, Game Production Program at The Los Angeles Film School, co-creator of the Boy Scouts of America Game Design Merit Badge, and answer kid’s questions about game design on the Boy’s Life website. At the 2014 Gamification World Congress in Barcelona, I was rated the 14th ranking "Gamification Guru" in social media.

Posted on December 17, 2012, in Career Advice, Game Production and tagged , , . Bookmark the permalink. Leave a comment.

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